varying vec3 norm;
varying vec3 eyeVec;

void main (void)
{

	vec3 N = normalize(norm) * 0.5 + 0.5;
	float spec_power = log2(gl_FrontMaterial.shininess) / 10.5;

	gl_FragData[0] = gl_FrontMaterial.ambient; // Albedo
	gl_FragData[1] = vec4(N, 0.0); // Normal, Unused
	gl_FragData[2] = vec4(0.0, 0.0, 0.0, 0.0); // Light accum
	gl_FragData[3] = vec4(0.0, 0.0, spec_power, gl_FrontMaterial.specular.r); // Motion, Spec. Power, Spec. Intensity
}
